SaintBody
The Slag Saint as an object. Attach it to `boss_root` and it casts the whole figure — fifteen metres of scorched bronze with a cathedral bell for a head, a shuttered furnace-door chest and an anvil on a chain for a right arm — poses it, grades it across the three phases of the fi…
SaintBody
The Slag Saint as an object. Attach it to boss_root and it casts the whole
figure — fifteen metres of scorched bronze with a cathedral bell for a head, a
shuttered furnace-door chest and an anvil on a chain for a right arm — poses it,
grades it across the three phases of the fight, and wears the damage on it.
The geometry is procedural: art/saint/saintparts casts every piece, saintrig
holds the skeleton and the pose library, and this component spawns them as a
hierarchy of temporary entities under the anchor. Legs are solved from ankle
targets rather than authored as angles, so a pose has its feet on the floor by
construction.
It listens rather than reaches: boss:telegraph puts up the wind-up pose for the
named move, boss:strike throws it through, boss:stagger:* drops it onto both
knees with the furnace wide open, phase:changed moves it between kneeling and
chained, standing and split, and unshuttered and stripped, and boss:damaged
takes the plate off the part that was hit. In phase three it tears off its own
bell-head and swings it from one hand on a chain.
It carries its own sound: a seamless bronze resonance under the body, and the shear a plate makes coming away, both synthesised on the CPU.
:status(), :pose(name), :setPhaseVisual(n), :setDamage(t), :tearHead(),
:settle() and :rebuild() are there so the figure can be inspected in any
state without playing the fight to reach it.
Scoped to this part · feeds back into the world's score.